Base Class: Warlock
Instead of gaining your power from a singular being like most warlocks do, you instead channel the power of many weaker magical creatures. While they may be lesser than a great archfey or powerful old one, their combined might can be a force to be reconned with. For as you grow stronger, so do they, and together you can accomplish many things.
What is a spirit?
When one thinks of a "spirit," one typically thinks of the undead soul of a deceased mortal, but the spirits that Spirits Warlocks interact with include more than that. Spirits are typically Fey, Fiend, or Undead creatures that are tied to the power of another plane such as the Feywild or the Ethereal Plane.
Creatures such as ghosts, yokai, sprites and other such beings are all considered Spirits that Spirit Warlocks can interact with. These creatures can be existing monsters or creatures otherwise determined by the DM. As a DM, creating a new simple spirit only requires basic information such as appearance, personality, a creature type, and simple ability scores.
Certain Spirits are more powerful than others, having an increased ability to interact with the physical world. These Spirits often live in isolated areas, their raw power proving to be too great to hide them from mortal eyes. These Greater Spirits always have their own statblocks, often modified versions of existing monsters, and can be much harder to befriend than the average Spirit.
The spirits that you are capable of discovering are determined by your DM. Typically, spirits are related to the environment they were found in; the spirits of the dead found in mortal settlements or fey spirits found in nature. The power of these spirits and the potential danger they may pose to you and your party is determined by the DM.
Expanded Spell List
The Spirits lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.
Spirits Expanded Spells
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Ties That Bind
At level 1, your connection to the Spirits of this world has been opened.
- Your skill and innate connection to spirits has made you better equipped to detect their presence. You may add your proficiency bonus to any check meant to discover the presence of a spirit, identify a particular kind of spirit, determine the temperament of a spirit, or otherwise interact with spirits.
- At level one you gain the ability to make small requests of your spirit companions using an action once per long rest. Your spirits will respond in a way determined by the DM as if you had cast the wish spell, though its power is only great enough to replicate a cantrip or 1st level spell. For example, you may ask your companions to create a bridge across a chasm, and the DM will determine that they cast the mold earth cantrip.
Tokens of Affection
At level 6, your increased familiarity with your Spirit Companions allows you to better know their particular personalities; and for them to better know you. Your increased familiarity with the supernatural has caused them to bequeath special gifts to you.
Tokens of Affection: You gain the following ability based on your Pact Boon.
- Pact of the Chain, Chain of Trinkets: You can now summon two familiars at a time instead of one. When you summon or dismiss a familiar, you can choose to affect one or both of your familiars at the same time. Your familiars share the same turn but take their own actions during that turn. When you forgo your action to have your familiars attack, only one familiar attacks during each attack you make (your choice). When you cast a spell with a range of touch, you can choose to cast it from either yourself, or either one of your familiars (not both).
- Pact of the Tome, Tome of Friends: You can now record any spell that summons one or more creatures in your Book of Shadows, and they are all treated as warlock spells for you. You can cast any spell that summons one or more creatures as a ritual.
- Pact of the Blade, Infused Arms: You gain the ability to summon an additional pact weapon. You can wield this weapon yourself, or you can have your Spirit Companions wield it as if it was a Spiritual Weapon that deals the pact weapon's damage.
Friendly Ferry
At 10th level, your connection to your Spirit Companions have caused them to become protective of you, using their unique abilities to protect you from danger.
- Once per day when you are hit by an attack, you use a reaction to roll a d20 and add your charisma modifier. If you roll a 13 or higher one of your Spirit Companions will drag you to another plane as if you were banished using the Banishment spell, returning you to your space at the start of your next turn. If your space is occupied or hazardous, your Spirit Companion will place you in the closest safe space to your original space as determined by the DM. The plane you travel to is determined by the Spirit Companion that takes you, but they will always take you to a safe place in that plane.
- At 14th level, Friendly Ferry always succeeds.
Best Friends
At 14th level, your Spirit Companions have gained complete trust in you, now always following your commands.
- When you request that your Spirit Companions act, they will always complete your request to the best of their ability.
- You may now make a request of your Spirit Companions as a bonus action instead of as an action.
- You may make a request of your Spirit Companions once per short rest instead of once per long rest.
- When you use your proficiency bonus to interact with spirits, including those not considered to be your Spirit Companions, you can treat a d20 roll of 9 or lower as a 10.
- Your Spirit Companions can now replicate the effects of 2nd and 3rd level spells.
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